/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h
class UCrowdManager : public [UCrowdManagerBase](API\Runtime\NavigationSystem\UCrowdManagerBase)
TMap<ICrowdAge...
ActiveAgents
Agents registered in crowd manager
TArray< uint8 >
AgentFlags
Temporary flags for crowd agents
TArray<FCrowdA...
AvoidanceConfig
Obstacle avoidance params
uint32:  1
bAllowPathReplan
uint32:  1
bEarlyReachTestOptimization
uint32:  1
bPruneStartedOffmeshConnections
uint32:  1
bResolveCollisions
Should crowd simulation resolve collisions between agents? if not, this will be handled by their movement components
uint32:  1
bSingleAreaVisibilityOptimization
float
MaxAgentRadius
Max radius of agent that can be added to crowd
int32
MaxAgents
Max number of agents supported by crowd
int32
MaxAvoidedAgents
Max number of neighbor agents for velocity avoidance
int32
MaxAvoidedWalls
Max number of wall segments for velocity avoidance
TObjectPtr<ANa...
MyNavData
float
NavmeshCheckInterval
How often should agents check their position after moving off navmesh?
float
PathOffsetRadiusMultiplier
Agent radius multiplier for offsetting path around corners
float
PathOptimizationInterval
How often should agents try to optimize their paths?
TArray<FCrowdA...
SamplingPatterns
Obstacle avoidance params
float
SeparationDirClamp
Clamp separation force to left/right when neighbor is behind (dot between forward and dirToNei, -1 = disabled)
FCrowdTickHelpe...
TickHelper